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Distorted UV's only on bevel on import.

I've been trying to figure out what I'm doing wrong for the last few days- simply put, I'm applying a slight bevel on 2 hard edges of a modular mesh that I'm importing, so that that light hits it properly, and to give a more pleasing look to the edge. However, even with the UV shells properly sewn and laid out, I'm getting weird distortion on about two or three of the beveled faces, even though it looks perfect with a texture in Maya. Here are some images of the mesh in UE4, showing the problem, and then in Maya, using a rotated texture that clearly isn't distorted in the beveled area (the standard Maya checker pattern also looks perfect, it's only on import to UE4 that I get the problems. It's frustrating spending so much time on what is probably a trivial fix, any help would be much appreciated! Thanks!

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asked Sep 21 '15 at 10:28 PM in Everything Else

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I am by far not a maya expert. but ill tell you how I would fix it in blender and maybe you can apply the technique in maya. I would scale the uvs up a little more in that area to increase pixel density.

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answered Sep 22 '15 at 07:14 AM

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avatar image EoinOBroin Sep 22 '15 at 10:08 AM

Unfortunately that didn't work, but fortunately I solved the problem by reducing the bevel segments (from 8 to 2, and increasing the smoothing angle to 90 degrees!) For some reason then, the crazy warping stopped happening, and now the edges are nice and smooth!

avatar image EyeDee10Tee Sep 22 '15 at 07:38 PM

awesome! good to know. The things we have to do to make something work. =)

avatar image EoinOBroin Nov 24 '15 at 01:57 PM

I've been hit with this issue again- it seems really inconsistent- sometimes some beveled edges look fine, but the majority of the time, I get at least 50% of the bevels having this big striped distortion, like an obvious seam in my mesh. I've tried all kinds of different UV mapping and it always looks fine in Maya with the checker material applied, but in UE4 the stripes appear on import. Any tips or fixes for this??

avatar image EoinOBroin Nov 24 '15 at 02:10 PM

Ok it seems that setting "Use full precision UV's" in the mesh build settings fixes this issue- I guess the more optimised UV layout that UE4 generates on import doesn't do well with small shells such as the beveled faces on large walls.

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